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he Rise of the Runelords Adventure Path concludes! The Runelord of Greed, Karzoug the Claimer, stirs in the legendary city of Xin-Shalast. There are more forces than an ancient evil wizard at work in this remote corner of Golarion, a place where the boundaries between reality and nightmare are unnaturally thin. Karzoug’s minions have awakened as well, among them giants and dragons and devils and worse. Could there be an even deeper evil poised to emerge from the darkness at the dawn of time? Can the Rise of the Runelords be stopped? This volume of Pathfinder™ includes:
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Pathfinder: Rise of the Runelords
A Runelord Rises!
A GAMEMASTERY ADVENTURE PATH
“Spires of Xin-Shalast,” an adventure for 14th-level characters, by Greg A. Vaughan. Full details on Karzoug, the Runelord of Greed, by Greg A. Vaughan. Expanded rules for adventuring in high-altitude environments (beware those abominable snowmen!), by Greg A. Vaughan.
The sixth installment of the Pathfinder’s Journal, by James L. Sutter.
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Seven new monsters, by Greg A. Vaughan.
Rise of the Runelords
Spires of Xin-Shalast By Greg A. Vaughan Printed in China. PZO9006
paizo.com/pathfinder
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ADVENTURE PATH
• PART6 of 6
Rise of the Runelords:
Spires of Xin-Shalast
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TM
Credits Editor-in-Chief • James Jacobs Art Director • Sarah E. Robinson Managing Editor • F. Wesley Schneider Editor • Mike McArtor Assistant Editor • James L. Sutter Editorial Assistance • Christopher Self, Jeremy Walker, Vic Wertz Graphic Design Assistance • Drew Pocza Managing Art Director • James Davis Production Manager • Jeff Alvarez Brand Manager • Jason Bulmahn Director of Sales & Marketing • Joshua J. Frost Sales & Marketing Assistant • Carolyn Mull Publisher • Erik Mona
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Prege
Cover Artist Wayne Reynolds Cartographer Rob Lazzaretti Contributing Artists Kevin Crossley, Vincent Dutrait, Andrew Hou, Kyle Hunter, Imaginary Friends, JZConcepts, Wayne Reynolds, Ben Wootten Contributing Authors Greg A. Vaughan, James L. Sutter Paizo CEO • Lisa Stevens Corporate Accountant • Dave Erickson Staff Accountant • Christopher Self Technical Director • Vic Wertz Vice President of Operations • Jeff Alvarez Special Thanks The Paizo Customer Service and Warehouse Teams
“Spires of Xin-Shalast” is a Pathfinder Adventure Path scenario designed for four 14th-level characters. By the end of this adventure, characters should reach 16th level. This adventure is compliant with the Open Game License (OGL) and is suitable for use with the world’s most popular fantasy roleplaying game. The OGL can be found on page 94 of this product. Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, artifacts, places, etc.), dialogue, plots, storylines, language, concepts, incidents, locations, characters, artwork, and trade dress. Open Content: Except for material designated as Product Identity (see above), the contents of this Paizo Publishing game product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission. To learn more about the Open Game License and the d20 System License, please visit wizards.com/d20. Paizo Publishing, LLC 2700 Richards Road, Suite 201 Bellevue, WA 98005 paizo.com Pathfinder © 2008, Paizo Publishing, LLC Paizo Publishing and the golem logo are registered trademarks of Paizo Publishing, LLC. Pathfinder, Pathfinder Chronicles, and GameMastery are trademarks of Paizo Publishing, LLC. Dungeon is a registered trademark of Wizards of the Coast. All rights reserved. Printed in China. The runelords will return.
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Pregenerated Characters
Table of Contents
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Foreword
4
Spires of Xin-Shalast
6
Karzoug the Claimer
62
Hazards on the World’s Roof
66
Pathfinder’s Journal
70
Bestiary
76
Preview
90
by Greg A. Vaughan by Greg A. Vaughan by Greg A. Vaughan by James L. Sutter
by Greg A. Vaughan Curse of the Crimson Throne
Pregenerated Characters
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Rise of the Runelords
Goblins to Giants T
giving us another adventure called “Torrents of Dread.” This one was pretty important for a few reasons. First, it appeared in Dungeon #114, which was the official Paizo relaunch of the magazine. Second, it gave us an excuse to run a backdrop on the Isle of Dread itself. The third Dungeon adventure path, Savage Tide, more or less came to be because of that. What I’m saying is don’t throw away anything you write. Ever. You never know which one of your scribblings might catapult you into the big time. The thing about Greg’s adventures that has always impressed me the most is his knack for catching the excitement of discovering something new. Each of his Dungeon adventures was set in an exotic but nevertheless iconic location—be it under pyramids on the Isle of Dread, on haunted islands, in cliff dwellings on the edge of a canyon, inside of a primeval lost valley, in a lost temple dedicated to gods from the far side of the world, or even in the Abyssal kingdom of the Prince of Demons. For “Spires of Xin-Shalast,” I asked Greg to design “a lost city, something like Shangri-la, something like Tamoachan,
hat was fast. Seems like just yesterday I was writing the foreword to Pathf inder #1, talking about some town named Sandpoint and why you should watch out for goblins. And now, here I am writing the foreword to Pathfinder #6, where the PCs finally confront Karzoug and get to explore the ancient city of Xin-Shalast. Of course, we at Paizo didn’t get here alone. We’ve had folks like Richard Pett, Nicolas Logue, Wolfgang Baur, Stephen S. Greer, and Sean K Reynolds doing most of the heavy lifting, toiling in those word mines under our direction to build this new world up from scratch. And with this issue, we add Greg A. Vaughan to that list. Greg’s first published adventure was “Tammeraut’s Fate” in Dungeon #106, a nifty trip to a remote island that just happened to be plagued by the drowned undead, but that certainly wasn’t the first adventure he ever wrote. Ages ago, he whipped up a neat little adventure set on the Isle of Dread. It was only a few pages long, but that same adventure would serve him (and Paizo) well, since expanding it out ended up
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Foreword
Off to Korvosa!
and something like El Dorado.” That didn’t intimidate him—instead, he just asked words to the effect of, “Okay, but can I throw Leng into the mix?” Yes, Greg. You can. Another of Greg’s strengths is his gift with maps—his turnovers are works of art in and of themselves. With a single glance at the map of Xin-Shalast, I could tell everything I needed to know about the place: it was located in the mountains, it was ruined, it was immense, it was epic. Greg’s already hard at work on the adventure for Pathfinder #11, and I’ve already seen the map of the ground floor of Castle Scarwall. It’s looking suitably awesome. But until then, check out what he’s wrought for the finale to Rise of the Runelords: a dash of Lovecraft, a pinch of cannibalism, a sprinkling of lost cities of gold, a scoop of mountain climbing, and several thousand tons of giants.
Of course, the end of Rise of the Runelords is certainly not the end of Pathfinder. In one month, Pathfinder’s second adventure path begins with part one of Curse of the Crimson Throne—Nicolas Logue’s “Edge of Anarchy.” Although this adventure path certainly has its share of dungeons and wildlands to explore, its overall focus is much more urban in theme than Rise of the Runelords. Set in the sprawling city of Korvosa, Curse of the Crimson Throne gives the PCs a chance to help shape the future leadership of not just the largest city in Varisia, but of Varisia itself. A more detailed preview of what this campaign entails and the plot it follows begins on page 92, but there’s certainly more to the city of Korvosa than Pathfinder #7’s contents. As with Rise of the Runelords, Curse of the Crimson Throne will also have a player’s guide you can hand out to your players to help them create their characters. New equipment, new feats, and a wealth of new background material await them. The Player’s Guide to Curse of the Crimson Throne will have a short description of the city of Korvosa, but it’s a big place. Players looking for more information about their characters’ new home should check out the Guide to Korvosa, a 64-page gazetteer of this sprawling city. While there’s a chapter in the book detailing GM-eyes-only secrets, the vast majority of this gazetteer is set up something like an immense handout. It’s “in character,” so your players can read through it to become as familiar with Korvosa as they need without you having to worry about them learning any spoilers for the campaign itself. And finally, we’ve got something special planned—the Varisian Harrow deck. Something like tarot, Varisians have used this deck of cards to tell fortunes and divine the future for generations. Harrow readings will play a key part in Curse of the Crimson Throne, helping to guide PCs and aiding (or, in some cases, hindering) their attempt to save Korvosa from anarchy. We’ll even be creating an actual Harrow deck for you to use in your game as a prop! So go check out that preview at the end of the book, and whet your appetite on the peril that’s coming to Korvosa. Unless you’re planning on being a player in that campaign, of course. If that’s the case... keep out!
Building Karzoug After the demon lords and undead worm gods who served as the big bad guys of the three Dungeon adventure paths, I was really looking forward to building a villain who stayed put on the Material Plane. And more to the point, building one who was just a human. As it works out, a 20th-level wizard is kind of more than a human, but still, there’s something refreshing about a campaign that ends in a throw-down fight against something that the PCs themselves could possibly become. The trick was that this wizard needed to be tough. He needed to be memorable. He needed to be something that could anchor an entire adventure path. The problem was that our world didn’t have any of those yet—at the time, the world didn’t even have a name! Fortunately, I had my own campaign to scavenge from. Of course, the original version of Karzoug fought with a scythe and ended up being killed by the PCs inside of Baba Yaga’s hut during an attempt to catapult himself into divinity (Baba Yaga herself wasn’t too keen on that, you can bet!), but nevertheless, he was an evil wizard with a classic bad-guy agenda. The Varisian version of Karzoug then steeped in a broth that included elements of Curse of the Golden Flower (Chow Yun Fat should play Karzoug in the Rise of the Runelords movie, is all I’m saying), Wayne Reynolds (who almost accidently designed the Sihedron Rune, which ended up being the most important symbol in this entire adventure path), and the imaginations of a small army of game designers. The end result begins on page 62 of this book—here’s hoping Karzoug winds up being as memorable a villain for your group as he was to design!
James Jacobs Editor-in-Chief
[email protected] 5
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Rise of the Runelords
Spires of Xin-Shalast Rise of the Runelords: Chapter six
At the headwaters of the sacred River Avah rose a mighty city on the slopes of a legendary mountain—a testament to the greed of Runelord Karzoug and his sin-blessed power. This city is Xin-Shalast, and its sparkling Lower City, festooned with the plunder of a thousand campaigns, has remained hidden for millennia in its narrow valley in the shadow of Mhar Massif—a mountain of mythological proportions said to either support the sky or pierce it altogether. Atop the highest peak, bearing the unsettling carven visage for which it was named, stand the fabled Spires of Xin-Shalast, rising above the city like the pinnacles of a crown. Thus did Karzoug show his mastery over both the earth and the realms beyond. 6
Spires of xin-shal ast
Adventure Background
With his rune giants, Karzoug’s influence over the giants of Varisia will become complete. Yet Karzoug’s agents in Xin-Shalast do not end there, for he has selected new generals, new champions, and even a new apprentice to serve him. The stage is set for the runelord’s return, and only one group of heroes stands between him and Varisia.
More than 10,000 years ago, the Empire of Thassilon was ruled by seven tyrannical despots known as runelords, powerful wizards whose magic was aligned on what have become known as the seven mortal sins. When the empire crumbled, these runelords were prepared. They escaped death (or worse) by various methods, entering states of hibernation from which their apprentices and loyal followers would revive them when the right time came. Yet Adventure Summary the fall of Thassilon was far more complete and decisive than even With the magic and lore retrieved from Runeforge, the PCs are the most pessimistic runelords anticipated, and none survived finally ready to seek out Xin-Shalast and confront the rising who could free them in the centuries of darkness to follow. In runelord. After researching the ancient and legendary city and time, they were forgotten. discovering that Mokmurian deliberately expunged his route Runelord Karzoug ruled a land called Shalast, and as the lord from his notes, the best clue the PCs have to go on is a pair of of greed, his realm was the most decadent. His capital city, dwarven brothers who claimed to have discovered the city’s Xin-Shalast, lay nestled in a valley in the mountains, a place location and set off into the Kodar Mountains to plunder of golden streets and silver roofs sprawled in the shadow of its riches. In their cabin in the Kodar foothills, the volcanoes and watched over by one of the tallest peaks in the PCs find more than a map to Xin-Shalast—they world—mysterious Mhar Massif. When the end drew find the brothers’ ghosts, still tormented by near, Karzoug charged his agents in Runeforge the supernatural creature that slew them with developing a method for him to escape so many years ago. By defeating this the fall of the empire, and they responded menace and appeasing the ghosts, the by taking the location of his palace into PCs can finally discover the secret account. For the Spires of Xinroute to Xin-Shalast. Shalast, as his palace was known, Braving the heights of the Kodar were perched at the summit of Mountains, the PCs face challenges both Mhar Massif, where the boundaries natural and wholly unnatural in the ruined between worlds are thin. Karzoug’s Lower City, now being slowly reoccupied agents transformed the source of his by Karzoug’s army. Finding unexpected allies eldritch power, a device known as a runewell, in the city, the party learns a secret way to into a portal of sorts into the void between these surmount the incomparable heights of the worlds. When the end came, Karzoug stepped face of Mhar Massif, atop which stand the through this portal and into a state of suspended very spires of Karzoug’s citadel. Finally, they animation in this extradimensional vault, caught confront Karzoug himself in his runewell, between the mountain of Mhar Massif in this world where the fate of the ancient runelord—and and a terrible place known as Leng in another. Varisia’s future—is decided. And without surviving apprentices to revive him, Karzoug remained there for millennia. Part One: The tale of Karzoug’s awakening, of his slow On the Trail of return to Golarion, has been told over the past Xin-Shalast five adventures. Karzoug is now nearly Xin-Shalast is located high in the Kodar ready to step back into this world, Mountains, cloaked in ageless magic that Brodert his powers restored and his city prevents its approach by most who seek resurrected, to raise Thassilon its legendary streets. The boundaries from the ashes. Yet there is still between worlds are transitory here, time. Karzoug is awake, but though a facet the city’s founders sought precisely because his mind has been hard at work, he cannot yet physically leave his of the fact that such conditions make it difficult to reach runewell. While the stone giant Mokmurian was his primary agent in without knowing the way. An idle seeker of Xin-Shalast could Varisia, in Xin-Shalast Mokmurian would have been but a captain in walk up one side of Mhar Massif and down the other without his army. The denizens of the ruined city have aligned themselves ever finding the city—those who seek it actively can spend with Karzoug’s banner, and though they bicker and fight among their entire lives looking without success. The stone giant themselves, they are ready to serve him. Among these minions are Mokmurian discovered the city’s location only with the aid devils, dragons, tribes of deadly lamias, creatures culled from the of several rare books and maps he recovered from the hidden madness of Leng, and even platoons of rune giants—a race of giants library under Jorgenfist, and he destroyed those sources after crafted by the runelords of old, capable of controlling other giants. committing them to memory.
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Rise of the Runelords Handout 1 readers of ! asure to speak with Salutations, Mr. Quink nk. It’s always a ple dri d an olon. Alas, rds Eid wo d d yon kin the my writing be Thank you again for ed enough to know of liz civi d an m that it d ea see ll-r uld se we l files. It wo my work, especially tho draft from my persona rly ea w-minded the rro of na y d cop an cure a the gulfs of time to r eve I was unable to pro for t los rk, wo so much of my early rk. has gone the way of young Pathfinder’s wo a of your ort imp the sp gra to of my explorations of ble una s publisher s in those early days wa it d on a as te now sea ck ile qui wh d is as ry of Xin-Shalast, sto the Fortunately, my min rd hea st fir I a story I recall the evening woman. Ah, but that’s fantastic homeland. h an enchanting young wit ad me y rub g rin , sha log in a Varisian camp h Xines. “cities of gold,” yet wit tim for other peoples have tales of All . one of ugh as tho ce le, pla ta the viewed the I was intrigued by rers seeking it. They plo ex of ople ion pe dit s nou tra ige no s had none of your ind Shalast, the Varisian far as I could tell, As en. to e sak for com d on, an nti d re there was me evil, a place to be fea of Chelish rule. But t ven nd ad fou ve the ha e to for d be ruins were. Claime ever sought out the I think their names r, ke ply Vek sup rs. d the an t bro por arven ff to sup think of it, of two dw tradesmen in Janderho . Their and convinced several st ala s along the Kazaron -Sh ain Xin unt to Mo te the rou in the low Kodar ns the tio ra ay, ope tod of n se eve ba d a , I hear, an their plan to establish one of their investors but up in es all com ed it upt en nkr wh ba rs arven profanity dw sing vanishing into the Koda rou of ny lita a ally accompanied by Vekker name is gener ase find a of my work, though, ple ft dra te ‘Hoffian taverns. ple com , rly ea closing a copy of the ome on your shelf. In the stead of en it will look quite hands st tru I . sive mis s thi with signed copy of Eidolon In good health, Redwing
Assuming the PCs have stayed in contact with Brodert since his help back during “The Skinsaw Murders,” the old sage has begun to see the PCs as his own personal field research team. Certainly, if they share with him confirmation that the Old Light of Sandpoint was once a weapon and thus validate his own educated guesses as to the ruin’s original purpose, he is very favorably disposed toward them. Unfortunately, Xin-Shalast is as much a legend to him as to any other scholar of things Thassilonian. Yet if the PCs ask him about Xin-Shalast, he grows thoughtful for a moment, then snaps his fingers as he remembers an old account of a pair of dwar ven brothers who claimed to have discovered the route to the fabled city. After rooting through his books and scrolls for a few minutes, he emerges triumphant with a letter he received from the author of the definitive cyclopedia on the region of Varisia and the Storval Plateau: Cevil “Redwing” Charms’s well-known (and well-criticized) volume, Eidolon. He allows the PCs to read the letter but won’t let them keep it—Redwing is one of his favorite authors, and the letter is a personal treasure. The letter is reproduced as Handout 1. Brodert has done his own research and can confirm that Silas and Karivek Vekker did indeed abscond with a fair amount of invested capital into the mountains. The common theory in
Yet traces remain. A character who researches Xin-Shalast in the library of Thassilon under Jorgenfist and rolls well on his Knowledge check (see the table on page 50 of Pathfinder #4) can learn much of the city’s location, including the following: • Xin-Shalast is located on the towering mountain of Mhar Massif, in a valley that lies at the headwaters of the River Avah. • Mhar Massif itself is said to serve as a bridge to strange realms beyond Golarion. • Anyone who can find the River Avah can follow it directly into Xin-Shalast. The problem arises from the fact that this entire region, from the River Avah to the summit of Mhar Massif, lies in a realm where reality has frayed at the edges. In order to reach XinShalast, the PCs need a guide of some sort—someone who has been there before and who can show them the way.
Consulting Brodert The PCs have likely spoken to Brodert Quink, Sandpoint’s local expert on all things Thassilonian, about their discoveries. This adventure assumes he’s the one they go to for advice again when they seek answers to finding the hidden city of Xin-Shalast, though they could just as easily consult other experts, ranging from Pathfinders in Magnimar to extraplanar oracles to their own sages and scholars within the party.
8
Spires of xin-shal ast
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The World’s Roof
Janderhoff is that the dwarves used the “discovery of XinShalast” as a cover for a con, but those who knew the Vekkers personally held them in quite high regard. Brodert suspects that they did indeed discover Xin-Shalast, and their secrecy was one born of necessity rather than malice. For if they had discovered the great city, until they could return with proof, it would only be wise to guard the discovery. Brodert theorizes that the Vekkers met some sort of foul end in the Kodars, and that if their base of operations could be found (along the banks of the Kazaron River, according to Redwing’s letter), perhaps clues to the city’s location could be found therein.
The Kodar Mountains are one of Golarion’s most intimidating and massive mountain ranges. Few places in the world are more inhospitable to life than these mountains, yet life endures here. The extremes make for equally powerful monsters and denizens, of course—only the strongest survive for long in this region, known to the Shoanti as the World’s Roof. This adventure assumes the PCs come seeking Xin-Shalast by first traveling up the Kazaron River in search of the vanished Vekker brothers and, possibly, the River Avah, said to show the route to Xin-Shalast. How the PCs reach the Kodar Mountains is left to them. Pathfinder #3’s gazetteer of Varisia should be a great help on this journey, should the PCs decide to make an overland trek. Teleport is unlikely to be useful until the PCs actually reach the Kodars and know where they’re going, but spells like wind walk and shadow walk can make the journey fly by.
Using Magic Even if there aren’t PCs in the group who can cast divination spells, they can certainly seek out spellcasters or scrolls in Magnimar to use magic to aid in their search for Xin-Shalast. Unfortunately, most divination spells are somewhat reduced in effectiveness due to the reality-altering region in Mhar Massif’s shadow. Use the results of spells like commune and contact other plane to steer the PCs in the right direction, but don’t feel bound to answer questions precisely. Spells like legend lore reveal all of the bulleted information on page 8, as well as the fact that most recently two dwarven brothers named Vekker claimed to have discovered the route to the city, but after establishing a base of operations in the Kodar Mountains, they were never heard from again.
A. The Kodar Mountains Assuming the PCs are traveling up the Kazaron River, it is at this point that they transition between rugged foothills and truly intimidating mountains. As long as the PCs continue to travel along the river bank, they find the overland journey somewhat easier—but eventually they need to head into the mountains themselves. Make sure to be familiar with “Hazards on the World’s Roof,” which begins on page 66 of this volume. The physical dangers
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Rise of the Runelords
Haunts
They returned to Janderhoff, where they approached several mining consortiums and quietly secured supplies and financing to begin deeper exploration of Xin-Shalast, proving their claim with the strange relics they’d brought back. The investors asked the Vekkers to keep their discovery quiet and put vast amounts of money at the Vekkers’ disposal. The brothers returned to the north with a small army of miners, explorers, and mercenaries, all eager to make a fortune exploring Xin-Shalast. Yet the Vekkers’ army never made it to the City of Greed. Only a day after reaching the glacial site of their first mine, an avalanche struck their convoy and carried off all of their supplies. An attempt to retrieve the supplies resulted in the deaths of seven more dwarves. Their return route blocked, the survivors made their way on, hoping to find solace, shelter, and—above all—more food in the storerooms of the Vekkers’ cabin, but upon arriving they found the place had been raided by the abominable snowmen that dwell in the Kodars. No food remained. It didn’t take long for starvation to drive the dwarves to desperation and then to madness, and when Karivek suggested cannibalism as a route to regain their strength for the journey back out of the mountains, only his brother Silas and a few other dwarves objected. The dissenters were outnumbered, and with a fury born of madness, Karivek and the rest of the starving dwarves fell upon their companions and fed well for the first time in a month. Then a curious thing happened. The dwarves found the feast strangely invigorating. Their minds cleared and their strength returned, and with it their greed. The dwarves decided not to turn back, but to continue on into the Kodar Mountains to find Xin-Shalast. As they traveled, those who fell behind or complained or merely had the disadvantage of being the largest among them became new meals, and with each meal, the dwarves felt their strength growing. They paid no attention to the strange whispers on the wind, or to feet blackened by frostbite and falling to pieces, or to the fact that they had been wandering the mountains for days without aim. Eventually, only one dwarf remained—Karivek Vekker. With nothing left to eat, he sat down upon a lonely mountain ledge overlooking the Kazaron River, and as starvation set in once more, he noticed for the first time the whispers in the wind. A shape congealed in the mist before his eyes, and as the source of the cannibal cravings took form in the air before him, as Karivek looked upon the wendigo that had brought the doom upon them all, he attempted to hurl himself off the ledge in despair. The wendigo caught him and dragged him through the sky with such speed that the dwarf’s frostbitten feet were blasted away, and at the end, the evil spirit dropped him from a staggering height. Karivek had nearly a minute to despair and regret before he hit the ground.
Haunts function somewhat like traps, but are difficult to detect since they do not “exist” until they are triggered. When a haunt is triggered, its effects manifest at initiative rank 10 on a surprise round; the haunt effect vanishes as soon as the surprise round is over and things return to normal (haunts never persist into actual round-byround “combat”). Those in the haunt’s vicinity can make a specific skill check to notice the haunt in time to react—if a character notices it, he may make an initiative check to determine when he acts in the round. Once a haunt is active, a successful turn undead attempt against the haunt’s effective Hit Dice ends it immediately, though the character making the turn attempt must notice the haunt and must act before it in the surprise round it is activated. If the turning attempt results in a destruction result, that particular haunt is exorcised and permanently disabled. Once a haunt triggers, it cannot trigger again for 24 hours. A haunt is assigned a CR score, calculated as if it were a trap. For experiencing and surviving a haunt, award the entire party XP as if it had defeated a creature of that CR. All haunts are mind-affecting fear effects, even those that can produce physical effects.
presented by mountain climbing and high altitudes are, in many cases, as dangerous as the monsters the PCs are destined to face in this adventure, and enforcing these hazards can help to drive home the fact that the heroes are exploring a truly inhospitable range. More to the point, if the players feel the Kodar Mountains are dangerous, they can better understand why Xin-Shalast has remained hidden from the world for so long.
Part Two: Whispers in the Wind The dwarven brothers Silas and Karivek Vekker came to the Kodar Mountains 70 years ago, following up on rumors of an extensive vein of gold in the high mountains. When they found gold in some nearby alluvial glacier deposits, they staked their claim and opened a placer mine. As is often the way of dwarves, they were very secretive about their mine’s location, going as far as to build a cabin and mining headquarters several miles from their claim. They worked their placer mine for several decades but knew it would soon play out, so they scouted deeper into the surrounding mountains, searching the streams and cliff faces for a show of color where they could potentially find new deposits for mining. Their skill at mountaineering and their dwarven stubbornness paid off— they accidentally found the headwaters of the River Avah, and beyond that, Xin-Shalast. The dwarves only explored the very edge of the city before they were forced to flee from a group of enraged giants. Yet the wealth they saw in the city had done its work—all thoughts of mining for gold had been banished from their minds. Why bother pulling gold out of deep holes in the dirt when you could just pick it up off the ground? Yet Xin-Shalast was far from a safe place, and in order to harvest it properly, the dwarves realized they needed support.
Vekkers’ Cabin Though the placer mine itself was long ago lost in an avalanche, the brothers’ cabin still survives to this day. Anyone who travels
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Spires of xin-shal ast
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